If you did not read neither of them. This value should affect Derelicts. It is not included in any of the files. I'm not sure does it work or not. So if anyone can confirm, thanks.
I don't know. I have to redownload the game to fix More Planet Sites. If anyone has any idea whether it is working or not, can you report back so I can fix it? Thanks.
Would a proper CK .esm version possible now? Maybe even with more activity within the settled systems while gradually becoming less outside of them (exception being for example the Va'ruun active systems like Serpentis) - similar to how Desolation does its human planetary poi spawns?
Hello, Sorry for the wait. I'm not familiar with what is and isn't possible with CK, as I've never used it. I also have limited time to explore it further, and to be honest, I lost interest in the game a while ago. For now, I'm here to address any issues that arise. Perhaps I can look into it more in the future.
is there a way to increase the level of the enemy ships? Im level 117 on NG+. maxed out ship, lots of companion/crew boosts.... and enemy ships are usually spawning in the range of level 14 - 52. Max i have seen is level 52. I can 3 shot the smaller ones, level 52 ones did some damage to me and i had to do emergency repairs.
I took some time to write all things down and make this a little bit more Ordonated and Clear:
PS: First 3 options must all have Chance to trigger or it wont work.
;SE_Chance_CivilizedInUncivilizedSpace -Default Value(25) - Civilized people in Hostile space set 00000B70 to 35 ;SE_Chance_CivilizedInCivilizedSpace -Default Value(100) - Civilized in Civilized space set 00000B71 to 80 ;SE_Chance_UncivilizedInCivilizedSpace -Default Value(25) - Should affect Hostiles in Civilized space set 00000B73 to 35 ;SE_Player_ChanceUniqueGlobal -Default Value(50) - Unique Chance set 0019D845 to 80 ;SE_Player_ChanceRareGlobal - Default Value(50) - Rare Chance set 0019D846 to 40 ;SE_Player_ChanceCommonGlobal - Default Value(40) )- Common Chance set 0019D847 to 20 ;SE_Player_ChanceSerpentisVaruunGlobal - Default Value(50) - Hostile events Varuun Chance set 002EA969 to 30 ;SE_Player_ChanceBountyShipsGlobal - Default Value (30) - Bounty Ships Chance set 000C3832 to 35 ;SE_Player_ChanceTraitWantedGlobal - Default Value (35) - If you have trait Wanted, this is the chance of them spawning set 002E7890 to 50 ;SE_ChanceUniqueGlobal - Default Value(20), new value(100) - Type Two Events, unique chance set 0012B445 to 50 ;SE_ChanceRareGlobal - Default Value (50), new value(100) - Type Two Events, rare Chance set 0012B446 to 20 ;This setting should affect Derelicts, not included in any files yet, need more testing ;BEChanceDerelictGlobal - Default Value(40) - Derelicts are damaged ships in space, You can find books/slates there, they will give you new location somewhere ;set 000F0056 to 40
Also this is the setup that i am currently using and i like it so far. ( I got Wanted trait so i Boosted the chance by switching them ) Everything i did i decreased from something and added to something else or switched between them.
Quick question about this mod, im a little confused.
So does this mod make it so POIs in space are more common? Or does it just increase chances of ships and stuff spawning when you travel into / grav jump into different systems and planets? Or both?
Reason I ask is because i am using the Slower Than Light mod that lets you manually fly to planets. If this mod creates more enemy ship markers / hostile activity beacons and so on, i can actually intercept them in space by flying towards them...which would be awesome.
While i was testing the mod i did not see increased spawn of poi's in the star system like hostile activity, derelicts and other stuff. There was always 2-3 of them spawning around the system. With or without my mod. So not sure about it. But encounters, when getting into orbit of the planet like space ship battles, traders, warranty and that stuff should be spawned 100%. Now, if that mod somehow allows spawn of encounters you should be able to encounter them.
I've been getting a lot of Starborn ships landing on planets.. (with a bug where no Starborn exit them and I can enter and steal the ship). I've been looking at what mods I have and this one has commands that I do not recognize and I use it - perhaps a combination of mods triggers this bug. Do you have a text file with what each command does or where can I find out? Thanks
Just throwing a question out there. Ever since I used this, I have not found a single Galbank ship out in the wild, when before they kept appearing all the time. Honestly I definitely prefer the outcome of having more fights rather than getting Galbank ships, but I wanted to hunt down and capture a Galbank Stormrider III, so I started zooming all around the universe looking for it, but then I realized ever since I started looking for it (for about two hours) I have found not even a single Galbank ship.
Hey! Sorry for the late replay. This is my post from previous almost same question.
"Galbank Okay. After some looking at the files. Galbank trader goes under SE_ events. But also under SE_Player as space encounter template. I'm not really sure, but u can try tweaking these two; 0012B445 - SE_ChanceUniqueGlobal 0012B446 - SE_ChanceRareGlobal
Keep in mind, you will need to decrease other chances to get more SE events."
So it should still be the same. Some values must go down, while others up. To get certain type of events.
Thank you for the reply. So I have been testing since.. well since you shared this with me. I have the SE_Chance_CivilizedInUncivilizedSpace at 100% at all times and put all the remaining values to their default, testing to see what would happen. I have tested
Turning each separately at 100, to see what happens. On the first it was quite some hostiles, and the usual NPCs like Grandma, Valentine and Dr. Whatshername. On the second it just felt random with only a handful hostiles. Now on the Common one, I have been getting Traders, Galbank and peaceful patrols quite a lot more often than anything. If all the above are not just RNGesus being funny, then it seems that Galbank (and Traders) are mostly affected by the common chance. I will keep testing, but for the first two, I have found like 1 Galbank ship between them. With the third one, I have found 5 in an hour of flying around lvl 75 systems.
Ok, so turning all option off, except the common, seems to only spawn debris and meteor fields. I am guessing the the two (three?) first options are needed in order to spawn anything in space. Now with only the two first turned on to 100 (the civilian ships in civilized and uncivilized), along with the common (SE_Player_ChanceCommonGlobal) seems to be only spawning traders. I have been getting for over 30 times, without fail, Traders, UC Traders, Freestar Traders, Settler Traders and Galbank. I know the ships from UC, Freestart and Settlers are traders, cause I hailed them and all of them had the trade option. The only non trader seems to be Galbank, that does not obviously trade with you, but it is included in the common. I am going to try a bit more and see.
As a sidenote. it felt that when all of the options were 100, the SE_Player_ChanceCommonGlobal just did not work, since I do not remember ever getting any trader at all. As if the rest of the options took always priority over the common option. Maybe indeed having all options at 100 is not the best here.
Either way. I am going to check with the rest of the options by themselves and tell you.
Phew. I am so confused, but I learned one thing. Using your mod is not what makes Galbank ships rare. They are quite rare by nature.. I think. So if traders and Galbank ships get mixed between other events, I guess RNGesus might just make it seem like they do not appear.
only traders spawn. It did not matter which I had on. As long as one of them was at 100, traders spawned, as long as the SE_Chance_CivilizedInUncivilizedSpace was 100 too. I have not tested it much, but the moment I used a combination of 2 SE_Player options, BOOM, battles, NPCs begging for parts and ores, Grandma, church telling me how nice is space, Doctor asking for stuff, etc. I have no real idea how it works. This felt more like all of them need to work with each other, like they are tickboxes for what events will happen. Ticking fully only one of them confused the game and only throws normal traders around.
I have no idea, but for now I think I will give up on it. The only thing I can say is that, after testing for quite a while. I really need to rest XD
So, not sure what the deal is here. I got the CCR version, have CCR, but I see no difference. I even went to a system I have never been to, and notta. Is there any way I can test to see if the values have changed, or is there supposed to be a log somewhere I can look for?
Umm. I dunno lol I only use normal version for testing purposes. Once working i just convert normal file to ccr. You can try normal original file and test it. Some systems will not spawn anything. If you want to.check values see "docs" tab. At the end.
Yeah, I eventually found CCR's log file, and confirmed in game with the "GetGlobalValue 00000B70" command in the docs. Everything is set, but I cannot tell a difference. The systems I go to are always super empty. Even new undiscovered systems. It's really weird.
If you are not sure, you can try to start a new game and see does mod do something. Some say it works on new save but not in ongoing save. I was testing in ongoing save and it was working. But also, something is wrong in the game code and the encounters will just stop spawning after some time. And i don't think my mod will help with that. Just one question, are you saying you are not getting star system poi's(hostile activity,derelicts etc..) or encounters(battles in orbit,traders etc..)?
I am getting them, but nowhere near what is shown here. If I go to the same system as the screenshot, notta. But I can go around elsewhere, and find 1 or 2 in various systems. Does a NG+ make a difference? I am obviously not gonna play on a new game, I invested way too much time in this one. But eventually I will new game plus it, so if it matters there then it'd be cool.
Oh yea. New Game plus sure works. Now i'm getting where is a problem. It's about poi's in star system. I'm not really sure does my mod affects them or not. I did test a bunch, sometimes i get 3 or 4, sometimes nothing. Dunno. I sure know this mod increase encounter chance. Like random battles in orbit or traders.
You can try type this in console if you did not try already;
"set 000F0056 to 100"
It's for derelicts, but maybe there is a chance it can affect other poi's.
I don't find too many random encounters either... no more than before the mod, I don't think. It's not broken and not showing up, but it wasn't what I thought. So, this mod doesn't actually create anything on the solar map? Like... it doesn't increase the number of Hostile Activities in a system?
Mod is definitely working for me - is there any specific values I can set to see more galbank ships? Jumped around a few dozen times and haven't found one in civilized space. I don't want to just get one around jemison or whatever to avoid thr bounty
Emm, depends. I got no acess to pc at the moment. I probably can check does it goes under SE or SE_Player events. But the rest it's just guessing. Is it rare or common event etc.. I will check tonight or tomorrow and let you know.
Galbank Okay. After some looking at the files. Galbank trader goes under SE_ events. But also under SE_Player as space encounter template. I'm not really sure, but u can try tweaking these two; 0012B445 - SE_ChanceUniqueGlobal 0012B446 - SE_ChanceRareGlobal
Keep in mind, you will need to decrease other chances to get more SE events.
I dont know if its this mod causing it or just my save is broken, but after a while of playing with this mod, ive stopped seeing starborn encounters in space
54 comments
Edit:
For default values you can check either docs tab or forum. Docs tab has more information about values.
12. 000F0056 - BEChanceDerelictGlobal - Default Value(40)
If you did not read neither of them. This value should affect Derelicts. It is not included in any of the files. I'm not sure does it work or not. So if anyone can confirm, thanks.
Sorry for the wait.
I'm not familiar with what is and isn't possible with CK, as I've never used it. I also have limited time to explore it further, and to be honest, I lost interest in the game a while ago. For now, I'm here to address any issues that arise. Perhaps I can look into it more in the future.
Im level 117 on NG+.
maxed out ship, lots of companion/crew boosts.... and enemy ships are usually spawning in the range of level 14 - 52.
Max i have seen is level 52.
I can 3 shot the smaller ones, level 52 ones did some damage to me and i had to do emergency repairs.
check in loots and levels. you can change the space difficulty section to your taste
I'm really not sure what loots and levels is. Thanks
I took some time to write all things down and make this a little bit more Ordonated and Clear:
;SE_Chance_CivilizedInUncivilizedSpace -Default Value(25) - Civilized people in Hostile space
set 00000B70 to 35
;SE_Chance_CivilizedInCivilizedSpace -Default Value(100) - Civilized in Civilized space
set 00000B71 to 80
;SE_Chance_UncivilizedInCivilizedSpace -Default Value(25) - Should affect Hostiles in Civilized space
set 00000B73 to 35
;SE_Player_ChanceUniqueGlobal -Default Value(50) - Unique Chance
set 0019D845 to 80
;SE_Player_ChanceRareGlobal - Default Value(50) - Rare Chance
set 0019D846 to 40
;SE_Player_ChanceCommonGlobal - Default Value(40) )- Common Chance
set 0019D847 to 20
;SE_Player_ChanceSerpentisVaruunGlobal - Default Value(50) - Hostile events Varuun Chance
set 002EA969 to 30
;SE_Player_ChanceBountyShipsGlobal - Default Value (30) - Bounty Ships Chance
set 000C3832 to 35
;SE_Player_ChanceTraitWantedGlobal - Default Value (35) - If you have trait Wanted, this is the chance of them spawning
set 002E7890 to 50
;SE_ChanceUniqueGlobal - Default Value(20), new value(100) - Type Two Events, unique chance
set 0012B445 to 50
;SE_ChanceRareGlobal - Default Value (50), new value(100) - Type Two Events, rare Chance
set 0012B446 to 20
;This setting should affect Derelicts, not included in any files yet, need more testing
;BEChanceDerelictGlobal - Default Value(40) - Derelicts are damaged ships in space, You can find books/slates there, they will give you new location somewhere
;set 000F0056 to 40
Also this is the setup that i am currently using and i like it so far. ( I got Wanted trait so i Boosted the chance by switching them )
Everything i did i decreased from something and added to something else or switched between them.
So does this mod make it so POIs in space are more common?
Or does it just increase chances of ships and stuff spawning when you travel into / grav jump into different systems and planets? Or both?
Reason I ask is because i am using the Slower Than Light mod that lets you manually fly to planets.
If this mod creates more enemy ship markers / hostile activity beacons and so on, i can actually intercept them in space by flying towards them...which would be awesome.
But encounters, when getting into orbit of the planet like space ship battles, traders, warranty and that stuff should be spawned 100%.
Now, if that mod somehow allows spawn of encounters you should be able to encounter them.
Ive added this mod into my must haves list.
All i need now is a mod that increases POIs in space.
I manually pilot to my planets using the Slower Than Light mod and turns out these POIs u can fly to without loading screens.
Its the final mod i need to turn this game into a space sim! lol
Tho i am not sure about Starborn ships and which commands would affect them.
"Galbank
Okay. After some looking at the files. Galbank trader goes under SE_ events. But also under SE_Player as space encounter template.
I'm not really sure, but u can try tweaking these two;
0012B445 - SE_ChanceUniqueGlobal
0012B446 - SE_ChanceRareGlobal
Keep in mind, you will need to decrease other chances to get more SE events."
So it should still be the same. Some values must go down, while others up. To get certain type of events.
0019D845 - SE_Player_ChanceUniqueGlobal
0019D846 - SE_Player_ChanceRareGlobal
0019D847 - SE_Player_ChanceCommonGlobal
Turning each separately at 100, to see what happens. On the first it was quite some hostiles, and the usual NPCs like Grandma, Valentine and Dr. Whatshername. On the second it just felt random with only a handful hostiles. Now on the Common one, I have been getting Traders, Galbank and peaceful patrols quite a lot more often than anything. If all the above are not just RNGesus being funny, then it seems that Galbank (and Traders) are mostly affected by the common chance. I will keep testing, but for the first two, I have found like 1 Galbank ship between them. With the third one, I have found 5 in an hour of flying around lvl 75 systems.
SE_Player_CivilianShips_Galbank /Space Encounter Template
You might be correct. Dunno why is there SE_TradeShip_Galbank/Trader.
All i know, there is just a bunch of events separated into SE_Player and SE_. So it's kinda hard to pinpoint right command without testing.
Cheers!
As a sidenote. it felt that when all of the options were 100, the SE_Player_ChanceCommonGlobal just did not work, since I do not remember ever getting any trader at all. As if the rest of the options took always priority over the common option. Maybe indeed having all options at 100 is not the best here.
Either way. I am going to check with the rest of the options by themselves and tell you.
Ok so. If you turn on one by one the
SE_Player_ChanceUniqueGlobal
SE_Player_ChanceRareGlobal
SE_Player_ChanceCommonGloba
SE_ChanceUniqueGlobal
SE_ChanceRareGlobal
only traders spawn. It did not matter which I had on. As long as one of them was at 100, traders spawned, as long as the SE_Chance_CivilizedInUncivilizedSpace was 100 too. I have not tested it much, but the moment I used a combination of 2 SE_Player options, BOOM, battles, NPCs begging for parts and ores, Grandma, church telling me how nice is space, Doctor asking for stuff, etc. I have no real idea how it works. This felt more like all of them need to work with each other, like they are tickboxes for what events will happen. Ticking fully only one of them confused the game and only throws normal traders around.
I have no idea, but for now I think I will give up on it. The only thing I can say is that, after testing for quite a while. I really need to rest XD
I'm just curious, since this involves console commands, does this disable achievements?
I only use normal version for testing purposes.
Once working i just convert normal file to ccr.
You can try normal original file and test it.
Some systems will not spawn anything.
If you want to.check values see "docs" tab. At the end.
I was testing in ongoing save and it was working.
But also, something is wrong in the game code and the encounters will just stop spawning after some time. And i don't think my mod will help with that.
Just one question, are you saying you are not getting star system poi's(hostile activity,derelicts etc..) or encounters(battles in orbit,traders etc..)?
Now i'm getting where is a problem.
It's about poi's in star system. I'm not really sure does my mod affects them or not. I did test a bunch, sometimes i get 3 or 4, sometimes nothing. Dunno.
I sure know this mod increase encounter chance. Like random battles in orbit or traders.
You can try type this in console if you did not try already;
"set 000F0056 to 100"
It's for derelicts, but maybe there is a chance it can affect other poi's.
I will check tonight or tomorrow and let you know.
Okay. After some looking at the files. Galbank trader goes under SE_ events. But also under SE_Player as space encounter template.
I'm not really sure, but u can try tweaking these two;
0012B445 - SE_ChanceUniqueGlobal
0012B446 - SE_ChanceRareGlobal
Keep in mind, you will need to decrease other chances to get more SE events.